It kind of took me a while to find an art style that I think I can go with. But here is some of the early development on Dragon Flight. I’m hoping to get it ready for release and in the market for the end of this year.

Had a lot of fun at the Las Vegas Summer Game Jam. I decided to do a VR project around growing and shrinking and leveraging some VR mechanics people say not to use, for the sake of immersion. Alice is a project which I’d like to publish someday. We’ll see if I can allocate more than 18 hours to this project moving forward.

I’ve re-written Civil Engineering Calcs in C# & Unity, so that I could launch the product on Android (Available Here) and also to add in 64 bit support to be ready for iOS 11. This re-write also adds the ability for me to better maintain the project in the future, since it is now on GitHub, and Unity Cloud Build. It also is now 3D visualizations, and has better exporting serialization and exporting. Some pretty cool things are coming together for this project. Hopefully the few who use this app will appreciate the effort.

I had a ton of fun at the Unity Meetup Tonight (Slides here). I’ve had a lot of contract work recently around HTTP and REST api interactions. So I thought I’d drone on about the best way to handle these functions in Unity, and give a little shoutout to a Unity Asset.

We also talked about the game jam, and our sponsor Houdini. I’m getting really excited that it’s coming together, and I’m excited to see what everyone comes up with. Also had a good dinner with some friends. It’s always good to catch up.

So, I started re-writing an app that I original wrote on iOS, and the intent is not be unavailable to users who switch to iOS 11 in September. But I was struck with how much fun it was to go back to the basics of the math behind Manning’s Equation. It’s really a fun bit of math, and it’s really fun writing code to generate 3D models of water levels in pipes and channels to visually represent these formulas. Hopefully I’ll have something to show pretty soon.

So I’ve been thinking a lot about how to get Traffic working and really be performant on mobile, and desktop. So here’s the start to getting a new path based system with lane departure (not merging) that I got working.

So, after this video, I made it so that the system will only process vehicles that are within a specified region of the camera. I got it so that it can have 2 million total vehicles, and only show and spend GPU and CPU on the ones within 100 meters. It’s a pretty cool system that I’m sure we’ll use in a lot of different projects moving forward.

I was really happy to have been able to help on the Farmers 2050 app which just was released. (iOS, Android)

It was really fun to work with the team at Robots and Pencils on this project. The client was really cool about developing a farming simulation game that is entirely free! So, there are no In-App Purchases, and there is no Advertising, and it’s a free game. The intent of the game is to educate users about what goes into farming, and how interconnected it is to a community. It was a really fun project done in Unity, and had a lot of interesting moving parts. Had a blast developing for this client.

So I wrote an API wrapper for Google Street View in Unity. This was the foundation for a prototype I was building, and I looked at the code, and thought, I’m sure other people could probably find this useful if they are developing in VR. So I put together a cool tool to feed in a lat / long as an input, and then update a cubemap on an interval. Pretty straight forward, but I enjoyed making it, and I hope a few people will enjoy using it.

A friend of mine referred me to Robots & Pencils, and I thought I’d start helping them out. It’s exciting to be working with a big organization like theirs on exciting projects. They are a developer for hire firm, and as such, I won’t be able to talk too much about the various projects that I’ll be involved in. But it is developing in Unity, and targeting several platforms, so exactly what I enjoy doing.